Mercurial > hg > early-roguelike
view srogue/misc.c @ 227:696277507a2e
Rogue V4, V5: disable a cheat granting permanent monster detection.
In these two games, a potion of monster detection turns on the player's
SEEMONST flag. A fuse is set to call turn_see() to turn the flag back
off. But the save and restore functions do not recognize turn_see() and
fail to set the fuse up again.
When restoring, Rogue V4 merely sets the fuse's function to NULL and
leaves it burning. When it goes off, a segfault results. Rogue V5
clears all the fuse's fields, and the player retains the ability to see
all monsters on the level.
The save and restore code can now handle the fuse. The function used is
a new wrapper, turn_see_off(), which should lead to less problems with
daemons being multiple incompatible types.
Also, Rogue V4 and Super-Rogue now properly clear unrecognized daemon
and fuse slots when restoring a saved game.
author | John "Elwin" Edwards |
---|---|
date | Sat, 05 Mar 2016 12:10:20 -0500 |
parents | 94a0d9dd5ce1 |
children | e52a8a7ad4c5 |
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/* * all sorts of miscellaneous routines * * @(#)misc.c 9.0 (rdk) 7/17/84 * * Super-Rogue * Copyright (C) 1984 Robert D. Kindelberger * All rights reserved. * * Based on "Rogue: Exploring the Dungeons of Doom" * Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman * All rights reserved. * * See the file LICENSE.TXT for full copyright and licensing information. */ #include "rogue.h" #include <ctype.h> #include "rogue.ext" /* * waste_time: * Do nothing but let other things happen */ void waste_time(void) { if (inwhgt) /* if from wghtchk, then done */ return; do_daemons(BEFORE); do_daemons(AFTER); do_fuses(); } /* * getindex: * Convert a type into an index for the things structures */ int getindex(char what) { int index = -1; switch (what) { case POTION: index = TYP_POTION; when SCROLL: index = TYP_SCROLL; when FOOD: index = TYP_FOOD; when RING: index = TYP_RING; when AMULET: index = TYP_AMULET; when ARMOR: index = TYP_ARMOR; when WEAPON: index = TYP_WEAPON; when STICK: index = TYP_STICK; } return index; } /* * tr_name: * print the name of a trap */ char * tr_name(char ch) { reg char *s; switch (ch) { case TRAPDOOR: s = "A trapdoor."; when BEARTRAP: s = "A beartrap."; when SLEEPTRAP: s = "A sleeping gas trap."; when ARROWTRAP: s = "An arrow trap."; when TELTRAP: s = "A teleport trap."; when DARTTRAP: s = "A dart trap."; when POOL: s = "A magic pool."; when POST: s = "A trading post."; when MAZETRAP: s = "A maze trap."; otherwise: s = "A bottomless pit."; /* shouldn't get here */ } return s; } /* * Look: * A quick glance all around the player */ void look(bool wakeup) { reg char ch; reg int oldx, oldy, y, x; reg struct room *rp; int ey, ex, oex, oey; int passcount = 0; bool inpass, blind; getyx(cw, oldy, oldx); oex = player.t_oldpos.x; oey = player.t_oldpos.y; blind = pl_on(ISBLIND); if ((oldrp != NULL && rf_on(oldrp,ISDARK)) || blind) { for (x = oex - 1; x <= oex + 1; x += 1) for (y = oey - 1; y <= oey + 1; y += 1) if ((y != hero.y || x != hero.x) && show(y, x) == FLOOR) mvwaddch(cw, y, x, ' '); } rp = player.t_room; inpass = (rp == NULL); /* TRUE when not in a room */ ey = hero.y + 1; ex = hero.x + 1; for (x = hero.x - 1; x <= ex; x += 1) { if (x >= 0 && x <= COLS - 1) { for (y = hero.y - 1; y <= ey; y += 1) { if (y <= 0 || y >= LINES - 2) continue; if (isalpha(mvwinch(mw, y, x))) { reg struct linked_list *it; reg struct thing *tp; if (wakeup || (!inpass && rf_on(rp, ISTREAS))) it = wake_monster(y, x); else it = find_mons(y, x); if (it == NULL) /* lost monster */ mvaddch(y, x, FLOOR); else { tp = THINGPTR(it); if (isatrap(tp->t_oldch = mvinch(y, x))) { struct trap *trp; if ((trp = trap_at(y,x)) == NULL) break; if (trp->tr_flags & ISFOUND) tp->t_oldch = trp->tr_type; else tp->t_oldch = FLOOR; } if (tp->t_oldch == FLOOR && rf_on(rp,ISDARK)) if (!blind) tp->t_oldch = ' '; } } /* * Secret doors show as walls */ if ((ch = show(y, x)) == SECRETDOOR) { if (inpass || y == rp->r_pos.y || y == rp->r_pos.y + rp->r_max.y - 1) ch = '-'; else ch = '|'; } /* * Don't show room walls if he is in a passage */ if (!blind) { if ((y == hero.y && x == hero.x) || (inpass && (ch == '-' || ch == '|'))) continue; } else ch = ' '; wmove(cw, y, x); waddch(cw, ch); if (door_stop && !firstmove && running) { switch (runch) { case 'h': if (x == ex) continue; when 'j': if (y == hero.y - 1) continue; when 'k': if (y == ey) continue; when 'l': if (x == hero.x - 1) continue; when 'y': if ((x + y) - (hero.x + hero.y) >= 1) continue; when 'u': if ((y - x) - (hero.y - hero.x) >= 1) continue; when 'n': if ((x + y) - (hero.x + hero.y) <= -1) continue; when 'b': if ((y - x) - (hero.y - hero.x) <= -1) continue; } switch (ch) { case DOOR: if (x == hero.x || y == hero.y) running = FALSE; break; case PASSAGE: if (x == hero.x || y == hero.y) passcount += 1; break; case FLOOR: case '|': case '-': case ' ': break; default: running = FALSE; break; } } } } } if (door_stop && !firstmove && passcount > 1) running = FALSE; mvwaddch(cw, hero.y, hero.x, PLAYER); wmove(cw, oldy, oldx); player.t_oldpos = hero; oldrp = rp; } /* * find_obj: * find the unclaimed object at y, x */ struct linked_list * find_obj(int y, int x) { reg struct linked_list *obj; reg struct object *op; for (obj = lvl_obj; obj != NULL; obj = next(obj)) { op = OBJPTR(obj); if (op->o_pos.y == y && op->o_pos.x == x) return obj; } return NULL; } /* * eat: * Let the hero eat some food. */ void eat(void) { reg struct linked_list *item; reg struct object *obj; reg int goodfood, cursed; if ((item = get_item("eat", FOOD)) == NULL) return; obj = OBJPTR(item); if (obj->o_type != FOOD) { msg("That's Inedible!"); after = FALSE; return; } cursed = 1; if (o_on(obj, ISCURSED)) cursed += 1; else if (o_on(obj, ISBLESS)) cursed -= 1; if (obj->o_which == FRUITFOOD) { msg("My, that was a yummy %s.", fruit); goodfood = 100; } else { if (rnd(100) > 80 || o_on(obj, ISCURSED)) { msg("Yuk, this food tastes like ARA."); goodfood = 300; him->s_exp += 1; check_level(); } else { msg("Yum, that tasted good."); goodfood = 200; } } goodfood *= cursed; if ((food_left += HUNGERTIME + rnd(400) - goodfood) > STOMACHSIZE) food_left = STOMACHSIZE; hungry_state = F_OKAY; updpack(); /* update pack */ if (obj == cur_weapon) cur_weapon = NULL; del_pack(item); /* get rid of the food */ } /* * aggravate: * aggravate all the monsters on this level */ void aggravate(void) { reg struct linked_list *mi; for (mi = mlist; mi != NULL; mi = next(mi)) runto(&(THINGPTR(mi))->t_pos, &hero); } /* * vowelstr: * If string starts with a vowel, return "n" for an "an" */ char * vowelstr(char *str) { switch (tolower(*str)) { case 'a': case 'e': case 'i': case 'o': case 'u': return "n"; default: return ""; } } /* * is_current: * See if the object is one of the currently used items */ bool is_current(struct object *obj) { if (obj == NULL) return FALSE; if (obj == cur_armor || obj == cur_weapon || obj == cur_ring[LEFT] || obj == cur_ring[RIGHT]) { msg("Already in use."); return TRUE; } return FALSE; } /* * get_dir: * Set up the direction coordinates */ bool get_dir(void) { reg char *prompt; reg bool gotit; prompt = "Direction: "; do { gotit = TRUE; switch (readchar()) { case 'h': case'H': delta.y = 0; delta.x = -1; when 'j': case'J': delta.y = 1; delta.x = 0; when 'k': case'K': delta.y = -1; delta.x = 0; when 'l': case'L': delta.y = 0; delta.x = 1; when 'y': case'Y': delta.y = -1; delta.x = -1; when 'u': case'U': delta.y = -1; delta.x = 1; when 'b': case'B': delta.y = 1; delta.x = -1; when 'n': case'N': delta.y = 1; delta.x = 1; when ESCAPE: return FALSE; otherwise: mpos = 0; msg(prompt); gotit = FALSE; } } until (gotit); if (pl_on(ISHUH) && rnd(100) > 80) { do { delta.y = rnd(3) - 1; delta.x = rnd(3) - 1; } while (delta.y == 0 && delta.x == 0); } mpos = 0; return TRUE; } /* * initfood: * Set up stuff for a food-type object */ void initfood(struct object *what) { what->o_type = FOOD; what->o_group = NORMFOOD; if (rnd(100) < 15) what->o_group = FRUITFOOD; what->o_which = what->o_group; what->o_count = 1 + extras(); what->o_flags = ISKNOW; what->o_weight = things[TYP_FOOD].mi_wght; what->o_typname = things[TYP_FOOD].mi_name; what->o_hplus = what->o_dplus = 0; what->o_vol = itemvol(what); }